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Anomaly balance pass #3293

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SamaelGray
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@SamaelGray SamaelGray commented Jul 20, 2024

Changes

  • Added and patched missing things, tweaked stats that needed adjusting and ran a consistency check on everything related to combat.

Reasoning

  • Anomalies are very anemic in the current set up, they were in a dire need of a buff. Their melee dodge, crit and parry chances were broken too which was fixed. Sightstealers needed some sustaining way of dealing with armor so gave them a stab attack similar to noctols but it's a propertionally weaker attack.
  • Anomaly ranged attacks did not make sense compared to vanilla, made the ones that needed to threatening stronger and made the gorehulks shoot high damage but low AP projectiles as intended.
  • Shamblers are sappers, made them better at their job.
  • Made ghouls get some armor from the armor plating instead of just damage reduction, barbs also give a small amount of armor since you know, they are being inserted with more metal. To make them more survivable, gave them a base 30% damage reduction as they are, wait, inserted with a shard and are creatures of flesh and metal.
  • Made obelisks resistant to anti-structure damage sources so that they don't get deleted too quickly as they are meant to.
  • Gave the Chimera 30% damage reduction and minimal amounts of armor to increase their survivability, a slightly larger unarmored bear is still a bear and dies quickly in CE.
  • Made Fleshbeasts very resistant to pain to both increase their survivability and make the ones that pop actually pop as they should instead of dropping on the ground cuz of pain.
  • Revenants are very vulnerable to CE's abundant EMP attacks, the armor both reduces the stun duration and reduces the damage they take from EMP sources, they are otherworldly beings so it's justifiable. Also gave them minimal amounts of armor to protect them from low AP attacks.

Alternatives

  • Keep things anemic and pointless, resulting in cringe and suffering.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • Playtested a colony (specify how long)

@SamaelGray SamaelGray requested review from a team as code owners July 20, 2024 20:02
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10022748759.zip

@github-actions github-actions bot added the Download in Comments This PR has a zipfile download available. label Jul 20, 2024
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10022758806.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10022776884.zip

@@ -39,8 +39,8 @@
<value>
<projectile Class="CombatExtended.ProjectilePropertiesCE">
<damageAmountBase>11</damageAmountBase>
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@N7Huntsman N7Huntsman Jul 21, 2024

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I think you've gone too far the other direction with the changes to the spike projectile AP. While the gorehulk spikes do have 20% less AP than the other kinds in vanilla, the way CE armor works, this just turns into a big damage nerf.

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@SamaelGray SamaelGray Jul 21, 2024

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It's not 20% less, it's 100% vs 15% armor penetration... the base spike projectile is what dictates the tough/trispike and fingerspike projectiles which same as the sanghuophage projectiles, have 100% AP in vanilla.

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github-actions bot commented Aug 6, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10262961561.zip

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github-actions bot commented Aug 8, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10299668397.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10359505938.zip

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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10430638986.zip

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@N7Huntsman N7Huntsman left a comment

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Left a few specific remarks where stuff caught my attention. As some general feedback:

  1. Why reduce the dodge, crit, and parry of so much? They were at human-like levels to make them suitable dangerous against decent-ish fighters in melee, but you've set them to values (from the spreadsheet?) that are more appropriate to animals. This is going to make them much less threatening/resilient in melee.
  2. I'm somewhat concerned about cranking up the pain shock threshold as an "easy" way to make the creatures soak up more punishment--we need to be careful about it. Since Anomaly has a major focus on capturing these creatures alive to study them, cranking the threshold up makes this a lot more difficult. Now, this might be fine for some the higher tier creatures--where the player can expect a greater challenge capturing specimens--but we need to avoid it for the lower tier ones.

@SamaelGray
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SamaelGray commented Aug 20, 2024

For the first point, loading up the game and seeing the anomalies' stats makes it extremely clear that the anomalies are treated as animals when it comes to their stats, they are not like humans that need 1.0 base melee stats that get post processed. If a gorehulk gets 1.0 dodge chance, it retains that 1.0 dodge chance making them extremely difficult to fight in melee, this is the same for all the other anomalies.
Don't think that it's desirable or was tested properly in the first place to be noticed as it's been an issue since the patch's launch.

As for the second point, same answer to the sightstealers apply in general, CE has melee targeting and 90% pain threshold is there to mitigate the absurd amounts of pain that players can inflict on enemy pawns in very short amounts of time. 100% only makes pawns take 25% more damage/pain to go down, even less for 90%, it does not make the pawn exponentially more pain resistant.

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github-actions bot commented Sep 6, 2024

You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-10734237953.zip

@N7Huntsman N7Huntsman merged commit 48cb0a1 into CombatExtended-Continued:Development Sep 6, 2024
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@SamaelGray SamaelGray deleted the SamaelGray-AnomalyRebalanced branch September 6, 2024 09:53
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3 participants